mirror of
https://github.com/Bubberstation/Bubberstation.git
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Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous. There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this. Hi codeowners! Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
393 lines
13 KiB
Plaintext
393 lines
13 KiB
Plaintext
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/obj
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animate_movement = SLIDE_STEPS
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speech_span = SPAN_ROBOT
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var/obj_flags = CAN_BE_HIT
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var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT.
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var/damtype = BRUTE
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var/force = 0
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/// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.
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var/wound_bonus = 0
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/// If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh
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var/bare_wound_bonus = 0
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var/datum/armor/armor
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var/obj_integrity //defaults to max_integrity
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var/max_integrity = 500
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var/integrity_failure = 0 //0 if we have no special broken behavior, otherwise is a percentage of at what point the obj breaks. 0.5 being 50%
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///Damage under this value will be completely ignored
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var/damage_deflection = 0
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var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
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var/current_skin //Has the item been reskinned?
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var/list/unique_reskin //List of options to reskin.
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// Access levels, used in modules\jobs\access.dm
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var/list/req_access
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var/req_access_txt = "0"
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var/list/req_one_access
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var/req_one_access_txt = "0"
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/// Custom fire overlay icon
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var/custom_fire_overlay
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var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
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var/drag_slowdown // Amont of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster.
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vis_flags = VIS_INHERIT_PLANE //when this be added to vis_contents of something it inherit something.plane, important for visualisation of obj in openspace.
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/// Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard.
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/// Next pr after the network fix will have me refactor door interactions, so help me god.
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var/id_tag = null
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/// Network id. If set it can be found by either its hardware id or by the id tag if thats set. It can also be
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/// broadcasted to as long as the other guys network is on the same branch or above.
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var/network_id = null
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/obj/vv_edit_var(vname, vval)
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if(vname == NAMEOF(src, obj_flags))
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if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
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return FALSE
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return ..()
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/obj/Initialize(mapload)
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if (islist(armor))
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armor = getArmor(arglist(armor))
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else if (!armor)
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armor = getArmor()
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else if (!istype(armor, /datum/armor))
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stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
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if(obj_integrity == null)
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obj_integrity = max_integrity
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. = ..() //Do this after, else mat datums is mad.
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if (set_obj_flags)
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var/flagslist = splittext(set_obj_flags,";")
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var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
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for (var/flag in flagslist)
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if(flag[1] == "!")
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flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial !
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obj_flags &= ~string_to_objflag[flag]
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else
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obj_flags |= string_to_objflag[flag]
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if((obj_flags & ON_BLUEPRINTS) && isturf(loc))
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var/turf/T = loc
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T.add_blueprints_preround(src)
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if(network_id)
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var/area/A = get_area(src)
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if(A)
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if(!A.network_root_id)
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log_telecomms("Area '[A.name]([REF(A)])' has no network network_root_id, force assigning in object [src]([REF(src)])")
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SSnetworks.lookup_area_root_id(A)
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network_id = NETWORK_NAME_COMBINE(A.network_root_id, network_id) // I regret nothing!!
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else
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log_telecomms("Created [src]([REF(src)] in nullspace, assuming network to be in station")
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network_id = NETWORK_NAME_COMBINE(STATION_NETWORK_ROOT, network_id) // I regret nothing!!
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AddComponent(/datum/component/ntnet_interface, network_id, id_tag)
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/// Needs to run before as ComponentInitialize runs after this statement...why do we have ComponentInitialize again?
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/obj/Destroy(force=FALSE)
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if(!ismachinery(src))
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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SStgui.close_uis(src)
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. = ..()
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/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE)
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. = ..()
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if(obj_flags & FROZEN)
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visible_message("<span class='danger'>[src] shatters into a million pieces!</span>")
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qdel(src)
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/obj/assume_air(datum/gas_mixture/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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/obj/remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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/obj/return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request>0)
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var/datum/gas_mixture/environment = return_air()
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var/breath_percentage = BREATH_VOLUME / environment.return_volume()
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return remove_air(environment.total_moles() * breath_percentage)
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else
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return null
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/obj/proc/updateUsrDialog()
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if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
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var/is_in_use = FALSE
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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is_in_use = TRUE
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ui_interact(M)
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if(issilicon(usr) || isAdminGhostAI(usr))
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if (!(usr in nearby))
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if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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is_in_use = TRUE
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ui_interact(usr)
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// check for TK users
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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if(!(usr in nearby))
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if(usr.client && usr.machine==src)
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if(H.dna.check_mutation(TK))
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is_in_use = TRUE
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ui_interact(usr)
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if (is_in_use)
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obj_flags |= IN_USE
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else
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obj_flags &= ~IN_USE
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/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
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// Check that people are actually using the machine. If not, don't update anymore.
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if(obj_flags & IN_USE)
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var/is_in_use = FALSE
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if(update_viewers)
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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is_in_use = TRUE
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src.interact(M)
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var/ai_in_use = FALSE
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if(update_ais)
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ai_in_use = AutoUpdateAI(src)
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if(update_viewers && update_ais) //State change is sure only if we check both
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if(!ai_in_use && !is_in_use)
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obj_flags &= ~IN_USE
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/obj/attack_ghost(mob/user)
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. = ..()
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if(.)
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return
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ui_interact(user)
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/mob/proc/unset_machine()
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if(machine)
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machine.on_unset_machine(src)
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machine = null
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//called when the user unsets the machine.
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/atom/movable/proc/on_unset_machine(mob/user)
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return
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/mob/proc/set_machine(obj/O)
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if(src.machine)
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unset_machine()
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src.machine = O
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if(istype(O))
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O.obj_flags |= IN_USE
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self(M)
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/obj/singularity_pull(S, current_size)
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..()
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if(move_resist == INFINITY)
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return
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if(!anchored || current_size >= STAGE_FIVE)
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step_towards(src,S)
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/obj/get_dumping_location(datum/component/storage/source,mob/user)
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return get_turf(src)
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/obj/proc/CanAStarPass(ID, dir, caller)
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if(ismovable(caller))
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var/atom/movable/AM = caller
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if(AM.pass_flags & pass_flags_self)
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return TRUE
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. = !density
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/obj/proc/check_uplink_validity()
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return 1
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/obj/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION("", "---")
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VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type")
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VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say")
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VV_DROPDOWN_OPTION(VV_HK_ARMOR_MOD, "Modify armor values")
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/obj/vv_do_topic(list/href_list)
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if(!(. = ..()))
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return
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if(href_list[VV_HK_OSAY])
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if(check_rights(R_FUN, FALSE))
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usr.client.object_say(src)
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if(href_list[VV_HK_ARMOR_MOD])
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var/list/pickerlist = list()
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var/list/armorlist = armor.getList()
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for (var/i in armorlist)
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pickerlist += list(list("value" = armorlist[i], "name" = i))
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var/list/result = presentpicker(usr, "Modify armor", "Modify armor: [src]", Button1="Save", Button2 = "Cancel", Timeout=FALSE, inputtype = "text", values = pickerlist)
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if (islist(result))
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if (result["button"] != 2) // If the user pressed the cancel button
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// text2num conveniently returns a null on invalid values
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armor = armor.setRating(melee = text2num(result["values"][MELEE]),\
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bullet = text2num(result["values"][BULLET]),\
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laser = text2num(result["values"][LASER]),\
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energy = text2num(result["values"][ENERGY]),\
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bomb = text2num(result["values"][BOMB]),\
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bio = text2num(result["values"][BIO]),\
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rad = text2num(result["values"][RAD]),\
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fire = text2num(result["values"][FIRE]),\
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acid = text2num(result["values"][ACID]))
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log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]")
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message_admins("<span class='notice'>[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]</span>")
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if(href_list[VV_HK_MASS_DEL_TYPE])
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if(check_rights(R_DEBUG|R_SERVER))
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var/action_type = alert("Strict type ([type]) or type and all subtypes?",,"Strict type","Type and subtypes","Cancel")
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if(action_type == "Cancel" || !action_type)
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return
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if(alert("Are you really sure you want to delete all objects of type [type]?",,"Yes","No") != "Yes")
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return
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if(alert("Second confirmation required. Delete?",,"Yes","No") != "Yes")
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return
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var/O_type = type
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switch(action_type)
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if("Strict type")
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var/i = 0
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for(var/obj/Obj in world)
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if(Obj.type == O_type)
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
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message_admins("<span class='notice'>[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) </span>")
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if("Type and subtypes")
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var/i = 0
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for(var/obj/Obj in world)
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if(istype(Obj,O_type))
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
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message_admins("<span class='notice'>[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) </span>")
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/obj/examine(mob/user)
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. = ..()
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if(obj_flags & UNIQUE_RENAME)
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. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
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if(unique_reskin && !current_skin)
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. += "<span class='notice'>Alt-click it to reskin it.</span>"
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/obj/AltClick(mob/user)
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. = ..()
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if(unique_reskin && !current_skin && user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY))
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reskin_obj(user)
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/**
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* Reskins object based on a user's choice
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*
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* Arguments:
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* * M The mob choosing a reskin option
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*/
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/obj/proc/reskin_obj(mob/M)
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if(!LAZYLEN(unique_reskin))
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return
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var/list/items = list()
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for(var/reskin_option in unique_reskin)
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var/image/item_image = image(icon = src.icon, icon_state = unique_reskin[reskin_option])
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items += list("[reskin_option]" = item_image)
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sortList(items)
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var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, .proc/check_reskin_menu, M), radius = 38, require_near = TRUE)
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if(!pick)
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return
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if(!unique_reskin[pick])
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return
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current_skin = pick
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icon_state = unique_reskin[pick]
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to_chat(M, "[src] is now skinned as '[pick].'")
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/**
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* Checks if we are allowed to interact with a radial menu for reskins
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*
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* Arguments:
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* * user The mob interacting with the menu
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*/
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/obj/proc/check_reskin_menu(mob/user)
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if(QDELETED(src))
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return FALSE
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if(current_skin)
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return FALSE
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if(!istype(user))
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return FALSE
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if(user.incapacitated())
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return FALSE
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return TRUE
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/obj/analyzer_act(mob/living/user, obj/item/I)
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if(atmosanalyzer_scan(user, src))
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return TRUE
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return ..()
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/obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
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return
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// Should move all contained objects to it's location.
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/obj/proc/dump_contents()
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CRASH("Unimplemented.")
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/obj/handle_ricochet(obj/projectile/P)
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. = ..()
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if(. && receive_ricochet_damage_coeff)
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take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet
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/obj/update_overlays()
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. = ..()
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if(resistance_flags & ON_FIRE)
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. += custom_fire_overlay ? custom_fire_overlay : GLOB.fire_overlay
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/// Handles exposing an object to reagents.
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/obj/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE)
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. = ..()
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if(. & COMPONENT_NO_EXPOSE_REAGENTS)
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return
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SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_OBJ, src, reagents, methods, volume_modifier, show_message)
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for(var/reagent in reagents)
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var/datum/reagent/R = reagent
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. |= R.expose_obj(src, reagents[R])
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